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CathoBot's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #288 | 3.771 | 3.771 |
Overall | #949 | 3.465 | 3.465 |
Presentation | #1077 | 3.604 | 3.604 |
Creativity | #2348 | 3.021 | 3.021 |
Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Bullet hell game where you roll your buffs or debuffs
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
Nice game ! I enjoyed completing it.
What do you mean "dodge rolls"?
oops, i think that another game
Its ok. Feel free to rate our game too if you have time :)
Cool Game! I like the concept of combining overhead shooting game with real-time randomization.
UI is very cute, the game too. but lines in the tileset were kinda hurting my eyes while moving.
Good job and Good luck <3
Definitely an interesting setting, especially for dice to show up. Though I will say they're a little weird here in the way they're implemented. Most of the game I just ignored them because they were either a little too distracting due to placement to roll for something good, or they weren't hurting me enough to be worried about them.
I feel like maybe having the dice on the character in some way could help with the issue of being unable to see it. Since that way it's where you're main focus is going to be. Rather than pulling your focus away tot he bottom right. Same thing I'd say with the health bar. Though that's a bit more understandable since you can just glance at it whenever. Whereas the dice you have to be watching for when it warns you to roll it for a good buff.
Although there's no punishment for missing the roll so you could just spam right click and always get good buffs. Which sort of removes the point of having it be a timed thing in the first place. I feel like it might be better to just have it be "roll the dice, maybe it's good maybe it's bad". sort of thing. Rather than if you DON'T, then it's always bad. Or it could be that there are separate dice rolling, one for the enemies one for you, though that would end up giving both sides a buff so probably not.
Yeah, you’re definitely right if we’re talking about a normal game, but in the case of game jam, you can’t afford to make your game too hard. There are a lot of unexperienced players that would get frustrated way too fast. Even if game is really good — people aren’t playing it the same way they play normal games. They’ll usually speedrun the game, test some mechanics, check ideas and evaluate artstyle. So if these debuffs were hurting player too much — it could easily break their experience. Instead, we made buffs stand out more, so people would want to get them. Probably you’re right and we overdone it and the game should be bit harder, don’t know.
About the dice, I totally agree. This was the whole point of the mechanic. Its actually a bug. Dice shouldn’t be working if you missed the timing. There is a line of code, I just placed it in a wrong function. My mistake.
But putting the dice itself in a middle of a screen, or even turning a character to dice is a good idea. Sadly, we didn’t think of that.
Anyways, big thanks for your detailed feedback on the game.
This was quite enjoyable even though I couldn't figure out why the purple gun sometimes fires rockets and sometimes bullets.
Thanks for the feedback! Yeah, thats intended, purple gun is a random gun that switches its bullets.
Fun game! had some lagging going on for some reason.
Thanks for the feedback. Not like I could fix it, but just out of curiosity, what exactly was lagging? It could be WebGL bug, reloading the page should fix those.
Weird, you're right I just had to reload the page. Figured out the dice mechanic on the second play too lol.
The gameplay loop worked greatly, I was a bit dumb about this dice thing and only thought is was a malus.
That the kind of thing you can't predict when you develop your jam haha, when someone misinterprets something and then "the game is like this".
Don't be me, the dice can be a bonus!
The game was fun to experiment with, I liked the fact that the weapons felt like real different weapons, congrats!
(You can rewatch me not understanding the game, here : https://www.twitch.tv/videos/1537297068?t=2h29m5s)
thank you for the comment and the constructive criticism the gang MIGHT do something with this later on. I'm totally down... but
I only made the sfx and music. still fun to hear positive things about a game I was a part of, though. ha!
I'll check out your twitch link and your game shortly! :)
That was amazing!
I had genuine fun, and thank you SO MUCH for ensuring the guns had different sprites and clearly different purposes/functions. So often smaller games leave me going "what's this one" and then I die.
The only comments I could make about improvement would be things that I'd only bother with if I were making the game bigger so - well done - I've got nothing to add to be constructive!
Thanks. =D
I only made the sfx and music, but I'd love to include other types of objectives for some of the floors and other paths that lead to treasure and stuff. obv more guns because more guns = more funs.
oh and thank you!
Amazing what you made in 48 hours! I like the art, it's different, but very much in a good way ☺️
Thankyou so much. Glad you liked it.
A fun lil game, really enjoyed it! The sound effects are great + the gameplay loop is solid. I love the explosion visuals, and weapon variety, in particular. It'd be nice to see a little more evolution in the gameplay, all the levels feel the same aside from the different weapons available. Overall a very solid jam entry, good job guys! :)
Thanks for your feedback!
thanks Pillow! :)
I like this game, the voice like “The Binding of Isaac” is cool ^^. The game fits the theme, the art and sound are great :) Well done
Glad you liked it. And yes our composer(BronsonBragg) did great music and sfx thanks to him.
And Thankyou so much for your great feedback.
I call it the "wave race" voice. lol
music will be on spotify in a few weeks. :)
Wow lots of levels to play! Picking up different guns and timing the dice roll were nice mechanics. I would've liked to see more diversity in the levels in the future but overall really solid game great job!
I'd personally like to implement unique floor objectives. like download something from a computer so you gotta defend it as waves of baddies come by to destroy it. that kind of thing.
but I just make the sfx and music. I can't code.... YET! :D
Thank You so much for playing. Glad you liked it ;)
Wow that was so much content for a 48 hour jam! I like how there were so many weapons and abilities you guys thought of and implemented, and a lot of levels too! I think that the main of rolling the dice for different power ups could have been cool if it had a bit more nuance than just timing it -- like maybe you have to go through the level quickly or else the dice won't turn blue, or you can overclock yourself to gain more benefits but also drawbacks. I'm sure there's plenty of ways you can go, but this was super impressive for a 48 hour jam, great job!
Thanks for your suggestions. You’re definitely right. I also feel like this mechanic has more potential to it that we coudn’t find within the time limits :)
This was a fun game! The presentation was great - the art and sound effects were good and I really enjoyed the music.
As a shooter, I thought the game was really fun to play! The weapons were satisfying to use (especially the shotgun!) and the enemies felt fair. One thing is that the dice rolling usually didn’t seem to have that much of an effect on the game, and while yeah it did change things every once in a while, it didn’t feel as much like part of the core of the game like the shooting did.
Overall, great job with this!
Thank you for all the kind words! yeah the randomness could have been made more extreme to make it actually dangerous... it's definitely one of those "i wish we had one more day" kind of things. this game jam kicks everyone's butts. and I only made the sfx and music. :E
Just fyi... the music will be available on spotify in early August. along with any other track I made for other game devs for this jam. (and one other tune that I made a while back that fits the same vibe.
I have definitely played this game the longest out of all the games I tried. It is simply fun. I am a sucker for these kind of games and this one was made very well with fun weapons (shotgun is the best of course) and a variety of enemies. And what a refreshing thing it is to have a tutorial :). The sound and effects matched the aesthetic of the game, I was grateful to have the audio cue to throw the dice even though I missed the window many times. Good job!
Thank you! the devs had me making more sounds clear until 1 hour from the deadline. Their use of the dialogue for the powerups is particularly helpful, too. imo! (I didn't play the game until it was posted. lol! I'm glad you dig my sfx/music)
Thank You so much for playing. We are Glad you liked it ;)
More people need to see and play this game! One of the better bullet hell games I've played throughout the entire jam, amazing stuff! :)
Thank you so much! :D
there's another one I played earlier that's really well done, too. different vibe and everything. Dev is in the comments here somewhere, i think. that might be the other game I helped with for this jam. idk. hard to keep track. lol!
go play it, it's great!
Dice Gun by Nanto, JustusK, Object777 (itch.io)
Thanks a lot, man! :D
you deserve it. it's a solid game! I think I'll go play it again, actually.
Thank You so much for playing. We are Glad you liked it ;)
That was really impressive ! the game played like "Hotline Miami" combined with the guns of older classics like "Metal Slug" and "Contra". It seriously gave me some nostalgia playing those games.
The same can be said about the simple but effective use of sound design and music composition. It really ties everything together.
I also liked the balance of each guns, nothing is too overpowered, but as a player you'll naturally favor one type of playstyle over the other. I personally liked the shotgun over the sniper as I like blasting more than aiming :P
(the bazooka on the clump of enemies is just *chef's kiss*)
Really hope this game get's more ratings, as it really is a gem.
Congrats on completing the jam !
Thanks a lot for your awesome feedback! Means a lot
thank you! yeah I loved how the guns were balanced. I didn't play the game itself at all until it was uploaded. such is the life of sound-folks. lol!
Thank You so much for your great words.we are happy that you liked it so much.
Really useful having the voice over announce which dice roll is in effect! It would be cool to see the cursor locked/hidden and a laser sight style of aiming so its easier to see where the bullets are going to go.
Thanks for your comment and suggestion.
That idea came within 12 hours of the deadline. *phew!
Good call on one of the other devs. I don't remember which one, though.
Thankyou for suggestions.we will definitely implement those if we continue this project.
I really like the idea of having different buffs and debuffs rolled by a dice. The debuffs didn't feel unfair, instead they led to interesting moments. But I think the game still lacks more feedback on when enemies have been hit and when the player has been hit. I didn't quite understand the dice mechanics at first either. I love the soundeffects though.
We had a follow-up build but we didn't quite make it in time. womp womp. BUT I actually don't know if those suggestions were a part of that build. most likely. Our team's code-folks worked nonstop... I just made the SFx and Music. (thank you, btw!)